<html><head><title>WorldShadows</title></head>
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<font face="Arial" size="2"><p align="center"><b><font size="4">WorldShadows()</font></b></p>
<p><b>Syntax</b></p><blockquote>
<font color="#006666"><b>WorldShadows</b></font>(Type [, Distance [, Color [, TextureSize]]])</blockquote>

</blockquote>
<b>Description</b><br><blockquote>

Sets how shadows will be rendered in the world. 

</blockquote><p><b>Parameters</b></p><blockquote>
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<table width="90%" class="parameters">
<tr><td width="10%"><i>Type</i></td>
<td width="90%"> 
Type can be one of the following values: 
<pre><font face="Courier New, Courier, mono"size="2">  <font color="#924B72">#PB_Shadow_None</font>      : No shadows will be displayed in the world. This can save a lot of CPU
                         power if shadows aren't needed (default)
  <font color="#924B72">#PB_Shadow_Modulative</font>: Modulative shadows will be displayed for <a href="../entity/index.html">entities</a> that have the cast
                         shadow set with <a href="../entity/entityrendermode.html">EntityRenderMode()</a> and <font color="#924B72">#PB_Entity_CastShadow</font>.
                         This shadow mode is the fastest available, but are not very good-looking as the shadows are not translucent.
  <font color="#924B72">#PB_Shadow_Additive</font>  : Additive shadows will be displayed for the <a href="../entity/index.html">entities</a> which have the cast
                         shadow set with <a href="../entity/entityrendermode.html">EntityRenderMode()</a> and <font color="#924B72">#PB_Entity_CastShadow</font>.
                         This mode is slower than the modulative mode, but it looks much better as the shadows are translucent. 
                         Also if some shadows overlap, the shadows will be added resulting in a more realistic darker result.
  <font color="#924B72">#PB_Shadow_TextureAdditive</font>: Texture additive shadows will be displayed for the <a href="../entity/index.html">entities</a> which have the cast
                         shadow set with <a href="../entity/entityrendermode.html">EntityRenderMode()</a> and <font color="#924B72">#PB_Entity_CastShadow</font>. This mode
                         is average in speed and quality between modulative and additive shadow, and will work even with water.
</font></pre>

</td></tr>
<tr><td><i>Distance (optional)</i></td>
<td> 
Maximum distance from the camera, in world unit, above which the shadows won't be calculated anymore. 

</td></tr>
<tr><td><i>Color (optional)</i></td>
<td> 
Color of the shadows. <a href="../2ddrawing/rgb.html">RGB()</a> can be used to get a valid Color value. 

</td></tr>
<tr><td><i>TextureSize (optional)</i></td>
<td> 
Pixel size of the texture used to render the shadow. The bigger it is it, the better the shadow 
will be looking, but the slower it will be. The default value is 512, and this value shouldn't be 
bigger than 4096. 

</td></tr>
</table>
</blockquote><p><b>Return value</b></p><blockquote>
None.


</Blockquote><p><b>Supported OS </b><Blockquote>All</Blockquote></p><center><- <a href=worldgravity.html>WorldGravity()</a> - <a href=index.html>Engine3D Index</a> - <a href=yaw.html>Yaw()</a> ->

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